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  • Index Astartes: The Marines Adamant

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    Lysimachus
    Index Astartes: The Marines Adamant

     

     

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    Brutal, insular, superstitious and paranoid. Most would describe the Marines Adamant with words such as these. Those few who enjoy better relations with the Chapter could not argue with such an assessment, but might also speak of other, nobler qualities such as bravery and unbreakable determination.

     

     

    Origins

     

    'Astartes we,
    Iron born,
    Hate wielders,
    World breakers,
    Victors still.'
    - Chapter glory chant

     

    During the thirty-second millenium, the Orks rampaged across the galaxy, at great cost to the warriors of the Adeptus Astartes. Countless human worlds were swallowed up by the green-skins’ barbaric empires, and by the time of the 4th Founding few had been reclaimed, primarily due to the colossal drain of holding back the horrors of Abaddon the Despoiler’s second Black Crusade. The Marines Adamant were therefore assigned to the eastern border of the Segmentum Obscurus with a dual purpose: reclaiming the nearby worlds lost to Orks while supporting the defences of the Eye of Terror when needed.

     

    The fledgling Chapter’s gene-seed was that of the Primarch Ferrus Manus, and at the head of their training cadre was Clan Commander Elvrit of the Iron Hands, a hero of the many battles of the second Black Crusade. He led his brethren to war and they quickly formed a close bond with the Gharant III Forgeworld in the Havilar Sector, whose vast manufactoriums, Skitarii regiments and Titan Legion were already forming the lynchpin of the Imperium’s beleaguered defence against the Orks.

     

    Since then, the Chapter has mainly fought against the vile Ork: defending against encroaching Waaghs, raiding into Ork territory to destabilize growing threats, or spearheading massive Imperial Crusades to reclaim worlds lost to Mankind hundreds or even thousands of years earlier. On occasion they have sent forces west to support their brother Marines against the renegades of the Eye of Terror. Throughout the millenia, across countless battlefields, the Marines Adamant have remained resolute, loyal servants of the Imperium.

     

     

    Homeworld

     

    'My world? It's cold, it's damp. What business is it of yours?' – Brother Hani, 4th Household.

     

    Halsstarrig IV is a Feudal world, located in the same subsector as the Gharant system. It was discovered more than four centuries prior to the arrival of Elvrit and his men by Adeptus Mechanicus Explorators and immediately marked as an ideal Astartes recruiting ground. Halsstarrig has a single primary continent, with several smaller landmasses and surrounding island chains; all are cold and bleak due to the planet’s far orbit from the local sun. Its atmosphere is damp and thick mists often cover its mountains, forests and seas.

     

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    The people of Halsstarrig are strong and fierce, yet primitive in their technology and outlook. Clans vie for land and key resources such as the iron ore that provides all their tools and weaponry. The people are by nature aggressive and suspicious, and therefore trading or alliances between the clans are very rare. Raiding is a regular occurrence and outright warfare only slightly less so. Strength and survival are the primary factors that determine right and wrong, but the resulting potential for brutality is balanced by a firmly held code of honour, the core elements of which are shared by all the clans. This code demands a clansman’s loyalty to his chief, and the chief’s protection to his followers. While any proven warrior may challenge his chief for the leadership of a clan, such contests are strictly proscribed by custom and ritual. Anyone who would attempt to gain power by any other means would be quickly shunned by all the people.

     

    The clans are also very superstitious; fearful of the influence of the myriad sprites, imps and wights of Halsstarrig folklore. Many offerings are made by the clans to appease these spirits and natives often wear protective tokens and charms. Almost all learning beyond the basics of farming, fishing or fighting is the province of the Wyrds, or wise men. Common to all the clans are the Wyrds of the Flesh, local physicians and herbalists; and Wyrds of Iron, smiths and artisans. Highly respected, these often act as counsellors to their clan chiefs. Outside the clans, shunned but still respected, are the Wyrds of the Spirit, shamans who live in seclusion deep in the mountains or tiny ocean islets of Halsstarrig. They are feared for their uncanny abilities and closeness to the spirit realm, but sometimes a clan Chief or young warrior will travel to seek the Wyrds’ blessing or learn their future.

     

    The Fortress Monastery of the Marines Adamant stands on Halsstarrig’s first moon, a vast and imposing structure protected by countless weapon batteries, powerful void shields and the cold blackness of space itself. The Astartes are almost never seen on the planet’s surface, making no deliberate contact with its people. Legends exist of monstrous giants, and such legends are tied to those of young warriors ‘taken by the mists’ and never seen again. These ones are mourned by their families; the people have no idea of what lives await beyond their moors and skies. New initiates into the Chapter invariably rail against their captors, seeking escape, until they learn of the true nature of humanity and the debt of honour their whole world owes the Marines Adamant for their protection from the horrors of a cruel galaxy.

     

     

    Organization

     

    ‘Aye, I don’t much like those dumskalle of the 5th… but I trust them far better than I do svekling like you.’ – Warleader Jormgrun Stonebrow of the 7th Household to Colonel Bardel of the 143rd Ardravine Rangers.

     

    Much like their Iron Hands forebears, the Marines Adamant are divided into ten Clan Households, united by a Clan Council. Officially, this assembly maintains control over the actions of the Chapter as a whole. In truth it is little more than a forum for the commanders of the various Households to air their grievances, brag to one another of their victories, or attempt to ensure their own pre-eminence within the Council. Each Household fights as an autonomous battle group led by its Warleader, a mighty warrior who has risen to command through a mixture of politicking and battle skill. His forces include his own advisors, veterans, line squads and new recruits. This means that each Household is somewhat larger than a Codex-compliant Company, and that it is harder to accurately calculate the numbers of the Chapter as a whole. The Households each maintain their own well-equipped armoury of weapons and vehicles, many including a sizable Dreadnought contingent.

     

    The veterans of each Household are named after Halsstarrig tradition. When a native Clan leader sleeps, as all men must, he is protected by a ring formed of his most loyal warriors. Given the people’s naturally suspicious nature, it is a great honour to be considered faithful enough to guard the fire of one’s Lord. Within a Marines Adamant Household, the Hearthguard are the iron core of its fighting strength, an immovable and implacable force around which the Warleader can build his strategy. Many fight as squad leaders, inspiring and exhorting their brethren, but the few who are most trusted form the personal retinue of the Warleader. When the Hearthguard go to war as one, there are few who can stand against them.

     

    The Chapter’s Techmarines and Apothecaries are also a permanent part of their respective Households. These masters of arcane technology, known by the Marines Adamant as Wyrds of Iron and Flesh, work together to care for the Astartes and vehicles of their Household and are just as esteemed as their home world counterparts. The Iron Wyrds are especially numerous and influential within the Chapter given its ties to the Adeptus Mechanicus and each will travel to Gharant III as part of their instruction.

     

    The brethren known as Spirit Wyrds are powerful psykers, feared and yet respected by the rest of the Chapter. Cast out and denied any hope of personal advancement or glory, these mystics are oddly viewed as more reliable since they can have no agenda of their own. As such, the Spirit Wyrds often act as arbitrators when the Clan Council meets and as observers for it when a Household goes to war. They live in voluntary separation from the Households in a small stronghold on Halsstarrig’s second moon, called the Spirit Hearth. While much of a Household’s past is remembered in oral form, the Spirit Hearth is also a repository of the written records of the Chapter’s most important history, including their greatest victories and most ignominious defeats.

     

    The Chapter maintains close links to the Gharant III Forge world and has a permanent Keep on its closest neighbour, Gharant V. The vast seas of this oceanic Hive world provide much of the local Adeptus Mechanicus’ nutritional requirements and its people receive many technological benefits in return. The Marines Adamant do not recruit initiates from Gharant V, but they do select the majority of their Chapter serfs and Fleet crews from its Planetary Defence Force and Navy. These are vetted with almost as much care and suspicion as potential Astartes. Generally, one Household is assigned by the Clan Council every century to watch over the system in return for keeping the Chapter well supplied. This is often seen as a lesser assignment by the Astartes as the system is already well-defended by the capable PDF, as well as Skitarii regiments and the mighty Titan Legion of the Gharant forges, the Silver Hammers. However, the Warleaders accept the necessity of maintaining this millennia-old bond and often the Council assigns the duty to whichever Household has been most weakened by battle in recent years, giving them an opportunity to rebuild and rearm. Also, there are still some opportunities for glory to be won as elements of the Household will often provide elite support for Explorator teams or Titan battle groups, or act as bodyguard squads for important members of the Gharant forges.

     

    When larger campaigns require that several Households fight together, they can be led by a Warlord, elected from among the Warleaders present. In such situations there is inevitably a certain amount of wrangling for power and the potential for personal glory it brings. Any candidate for the position must be nominated and backed by at least two other Warleaders, meaning that there must be at least three Households fighting together to appoint a Warlord and there can be at most three candidates even if the whole Chapter fights together. The Warleaders will vote at first, each attempting to gather support and undermine their rivals, but if no democratic decision can be reached the candidates fight in imitation of Halsstarrig custom. Generally this is to first blood but on rare occasion, when two candidates are so opposed that service to the other is an impossible request, it is to the death. Understandably, the appointment of a Warlord is a very rare thing, and he may only lead for as long as the specific campaign lasts.

     

    The Ka-sil Annihilation

    236.M35 – In an event unprecedented in the sagas of the Chapter, Warlord Fingil Bloodfist of the 4th unites all ten Households of the Marines Adamant under his banner when the Ka-sil Craftworld of the Eldar enters the Havilar Sector. Less than three years later, Ka-sil is a ruined, empty husk inhabited only by the ghosts of the fallen. Fingil is also dead, assassinated by five of his fellow Warleaders after declaring himself Chapter Master at the conclusion of the campaign against the Eldar.

     

     

    Beliefs

     

    ‘All flesh is weak. It must ever be constrained, guided. Thus the Code.' – Brother Nisses, Spirit Wyrd.

     

    Like any of the scions of the Iron Hands, the Marines Adamant are ferocious warriors, fuelled by their hatred of all weakness. However, unlike many other Successors, their contempt for the foibles and faults of the flesh tends to find its focus externally rather than internally. This means that for many among the Chapter, the self –loathing and obsession for mutilation so common among the gene sons of Ferrus Manus seems to be lessened, although never entirely removed. Instead, the brethren’s fixation is on the inevitable failings of those around them and all are quietly watchful for any sign that they are about to be betrayed. This paranoia makes it extremely hard for them to truly trust anyone, even their closest squad mates. It also means that competition for advancement through the ranks is fierce, as most Marines instinctively believe that any other candidate for promotion will undoubtedly be proved a poor choice. Disagreements between brethren occur all too frequently and are commonly settled at the point of a knife, though thanks to the Astartes’ superior physiology, fatalities are mercifully rare. Backbiting and brawling are part of everyday life, as are ‘accidental’ injuries caused during training exercises.

     

    ’An ally is just another enemy who hasn’t betrayed you yet.’ - Chapter Proverb

     

    It might seem that a Chapter cursed with such an outlook would quickly tear itself apart. However, the Marines Adamant are constrained by a simple Code of honour and duty much like that of the Halsstarrig clans that insists upon the absolute loyalty of the brethren to one another and to their Commanders. Remarkably, it is the Chapter’s own obsessive tendencies that allow this arrangement to function and makes it possible for its members to work together, binding them to one another within the Code’s strict confines. This holds the brethren together and has thus far prevented the power struggles among the Households from becoming a battle of more than words and wills. This does not mean that all causes for conflict are removed, but in around eight millennia since the inclusion of the Code in the Chapter’s hypno-indoctrination procedures, there have been only three occasions where violence has erupted between the Households. A fierce spirit of competition still exists between the Warleaders, who view one another with a great deal of suspicion, but they are united by their honour, their duty to the Chapter and their greater hatred of the enemies of the Imperium.

     

    The Cal Ferena Uprising

    873.M37 – The 4th Household, battered but unbowed, returns home after sharing in the defence against Abaddon the Despoiler’s 7th Black Crusade. On route, they receive a distress call from the Adeptus Arbites Precinct House on the Hive World Cal Ferena, where a rebellion among the working classes of the primary Hive is attempting to take advantage of the tumult caused by the followers of Chaos. The Marines Adamant immediately deploy via Drop Pod, targeting the Hive Spire with its multitude of spaceports. Understrength, the Household cannot hope to defeat the millions of insurrectionists in open combat, but thankfully this is not their goal. The thirty-eight Marines Adamant take and fortify the entrances into the Spire and resolutely defend them against dozens of attacks. No supplies enter the Hive and within four weeks the starving rebels capitulate, surrendering unconditionally and presenting the heads of the revolt’s ringleaders as a peace offering at the Astartes’ barricades.

     

     

    It is perhaps not surprising that the Chapter's view of the Emperor himself is similarly cold. The master of Humanity is not seen as a beloved father, provider or saviour. Rather, the Marines Adamant know him as a demanding and brutal overlord whose expectations must constantly be met. A Marine of the Chapter can expect no aid or special favour from his Lord in this, but must put his faith in his own strengths and abilities in order to fulfil the heavy load of responsibility placed upon the Astartes' broad shoulders. As such, it is somewhat understandable that the Marines Adamant do not maintain in their Households any position or rank relating to that of Chaplain in a more Codex-compliant Chapter.

     

    For most Marines, their focus is totally on war, be it actual combat techniques, weapons training or strategy and tactics. With no interest in knowledge or learning of anything more, they share nothing with the artists and artificers of Chapters such as the Blood Angels or Salamanders. These things are the province of the Wyrds, and are irrelevant to a warrior. While the Households are equally as capable as the brethren of any Chapter to care for their weapons and armour to a basic standard, this understanding, indoctrinated during process of becoming Astartes, is viewed as entirely mystical. Relatively few care or wish to learn more, to understand why things are what they are or how they work; these few are quickly apprenticed to the Wyrds of their Household.

     

    The Chapter is strongly affected by the superstitious nature of Halsstarrig’s people, and many among their ranks adorn their armour with tokens and lucky charms. Much as clansmen wear trophies from their world’s predators, Marines often wear the teeth or pelts from particularly vicious alien species they have fought and killed. Depending on which of the clans of Halsstarrig they are recruited from, some brethren choose to daub crude patterns on their faces before going into battle. Such primitive behaviour, along with the majority of the Chapter’s attitude towards technology, has been known to make other Imperials, especially other Iron Hands Successors and Tech Adepts from further afield than the Gharant forges, look upon the Chapter with a certain amount of derision.

     

     

    Combat Doctrine

     

    ‘As always, it has been a pleasure to serve alongside the Marines Adamant. My crews’ only complaint has been that too few of the enemy survived to face our fury.’ – Lord Maxwell, Princeps Senioris of the Legio Mallei Argentum.

     

    When the Chapter goes to war they are cold, brutal and uncompromising. Their focus is on implacable advance in attack and they are even more unbending in defence. Overall, the Marines Adamant have a preference for firepower and resilience over speed. So often do they choose to take up defensive positions, most Households are able to equip three or four squads with multiple heavy weapons. The Chapter rarely uses ground transports; the plentiful supply of war material from Gharant III means that most Rhino chassis are quickly refitted as Predators or other support tanks. Much like the Iron Hands, they have deep respect for power of Tactical Dreadnought Armour, which will often be spread across a Household to its squad leaders rather than used by a single unit. When attacking, the Households favour drop pod insertion supported by Dreadnoughts. The Chapter has very few assault focussed units, though line squads expected to be ready – and are very capable – to fight at close quarters when necessary. Bikes and jump packs are rarely used, though each of the Households still maintain some fast vehicles and transports such as Land Speeders, Stormtalons, Stormravens and Thunderhawks. Due to the Chapter’s focus on self-reliant, adaptable infantry units, the Households excel in urban combats and boarding actions.

     

    Though the Marines Adamant are uncompromising in their devotion to the Emperor, their disdainful and suspicious nature frequently makes for difficult relations with other Imperial organizations. It is notable that Households fighting alongside other Imperial forces will often refuse to share intelligence or co-ordinate their battle plans. However, their Code makes them utterly loyal to any oaths they or their forebears may have sworn, especially to those who have proved themselves time and again, such as the worlds of the Gharant system.

     

    The Gutrippa Retaliation

    417.M39 – Waagh Gutrippa surges forth from the depths of the Abyss to attack the Gharant system. Through clever words and cunning manipulation, Warleader Dypnir the Sly is elected Warlord and leads no less than five Households to turn back the greenskin threat. Dypnir’s forces gradually retreat before the horde, their myriad counterattacks slowly bleeding it of strength, and when the depleted Waagh finally reaches the Hives of Gharant V, it is easily destroyed by the mighty battle Titans of the Legio Mallei Argentum.

     

     

    Geneseed

     

    ‘You think yourselves worthy of the seed of Manus? None of us are! But you shall have your chance. ’ – Brother Tonnrud, Flesh Wyrd.

     

    The Households’ Flesh Wyrds are responsible for recruiting and implantation, and often lead small squads to Halsstarrig to ‘recruit’ new initiates. Each Household has preferred clans and areas of the planet from which to recruit, but it is a source of some pride and amusement to ‘poach’ a promising recruit from the lands claimed by another Household.

     

    As successors of the Iron Hands, the Marines Adamant are blessed with gene-seed that is largely free of physical flaws, although in approximately one third of the Chapter’s brethren the Omophagea has become inactive. Detractors suggest that the Chapter’s instinctive mistrust of others is also plainly a result of their genetic legacy, a twisting of the Iron Hands hatred of the weaknesses of the flesh. It is less clear if the Marines Adamant also share their forebears predilection for bionic modification, but they are certainly well supplied with them by means of their link with the Adeptus Mechanicus.

     

     

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    Battle-Cry

     

    ‘Emperor, gene-father! See the might of your sons!’ – Warleader Isorn Firewalker.

     

    The Households have no single war cry, as such are often selected depending on the current mission and personality of the commanding Warleader. However, these calls to battle do embrace common themes, including vows of loyalty to the Imperium or its worlds, as well as tirades against hated foes. Most notably, Imperial observers have heard challenging cries directed towards the Emperor and the Primarch Ferrus Manus, for them to see and remember the bravery, skill and determination of the warriors of the Marines Adamant.

     

     


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    For most Marines, their focus is totally on war, with no interest in knowledge or learning of anything more. Such things are the province of the Wyrds, and are irrelevant to a warrior. They are equally as capable as the brothers of any Chapter to care for their weapons and armour to a basic standard, but this understanding, indoctrinated during process of becoming Astartes, is viewed as entirely mystical.  Relatively few care or wish to learn more, to understand why things are what they are or how they work; these few are quickly apprenticed to the Wyrds of their Household.

    But where do you draw the line about what is and is not War? Tactics will involve knowledge of appropriate weapon systems/what is better against which targets and why (the why enables decisions about next-best when the optimal system is not available - or do your marines stand in a line letting rip with bolters against enemy landraiders and wonder why its not working?), as well as the basic capabilities of the various vehicles employed by their enemies (structural defects/weaknesses for targetting/mobility and capabilities for battlefield threat assessment) and themselves (or would your marines really know more about an Eldar falcon grav tank than their own Rhinos?), linguistics (every chapter will have various battle-languages to use amongst themselves to 'encrypt' if you will their combat communications, there will also be training on enemy battle-languages from intercepts - necessary in order to act upon any comms that are intercepted during combat situations or in theatre...

     

    Just a few thoughts above, but the idea of focussing on War comes up every now and then but rarely actually seems to be thought through properly. War is probably one of the most intellectually challenging things to focus on, since it requires such a large knowledge base to do well, and marines cannot afford to not do it well.

     

     

    Also, not quite sure about individual households being stationed at the Forge/hive world for a century at a time. Do they still undertake offensive actions during this time? Or do they stay in system? I'd suggest either making it clear that they still perform limited actions out-system, or drop the time period to at most 10 years (long enough for a new recruit to go through the entire organ implantation process) otherwise you end up with 100-year old marines who have never travelled to a foreign planet or fought without Navy/Skittarri/Ad MEch assistance...

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    Thanks for comments Leonaides!

     

    But where do you draw the line about what is and is not War? Tactics will involve knowledge of appropriate weapon systems/what is better against which targets and why (the why enables decisions about next-best when the optimal system is not available - or do your marines stand in a line letting rip with bolters against enemy landraiders and wonder why its not working?), as well as the basic capabilities of the various vehicles employed by their enemies (structural defects/weaknesses for targetting/mobility and capabilities for battlefield threat assessment) and themselves (or would your marines really know more about an Eldar falcon grav tank than their own Rhinos?), linguistics (every chapter will have various battle-languages to use amongst themselves to 'encrypt' if you will their combat communications, there will also be training on enemy battle-languages from intercepts - necessary in order to act upon any comms that are intercepted during combat situations or in theatre...

     

    Very true. I picture them as being able to strip down a bolter/understand modern weapons and tactics/even pilot a vehicle, but the point is that they know those things through indoctrination/hypnotics/etc rather than taking an active interest in learning it. It's all viewed as mystical stuff that the Wyrds have given them, the hows and whys don't matter. Those that do show an interest in a deeper understanding of tech eventually end up training as Wyrds (or those that are interested in larger strategy become squad leaders/Warleader).

     

     

     

    Also, not quite sure about individual households being stationed at the Forge/hive world for a century at a time. Do they still undertake offensive actions during this time? Or do they stay in system? I'd suggest either making it clear that they still perform limited actions out-system, or drop the time period to at most 10 years (long enough for a new recruit to go through the entire organ implantation process) otherwise you end up with 100-year old marines who have never travelled to a foreign planet or fought without Navy/Skittarri/Ad MEch assistance...

     

    Oh, they'd still operate alone as a Company at times, or sometimes split up to provide elite support for Explorator teams or Titan Legion battle groups, or bodyguard squads for important AdMech Magos', etc, etc.

     

     

    Good points,thanks! I'll clarify next time I edit.

    Edited by Strike Captain Lysimachus
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    Very true. I picture them as being able to strip down a bolter/understand modern weapons and tactics/even pilot a vehicle, but the point is that they know those things through indoctrination/hypnotics/etc rather than taking an active interest in learning it. It's all viewed as mystical stuff that the Wyrds have given them, the hows and whys don't matter. Those that do show an interest in a deeper understanding of tech eventually end up training as Wyrds (or those that are interested in larger strategy become squad leaders/Warleader).

    Have you got access to a copy of the early Ragnar books? I think it is the first one, where he recalls his induction to the SW's where a couple of the inductees blow their own brains out while cleaning bolt pistols because although they have the technical knowledge from the hypnotics - they lack the true awareness of what that knowledge means. An active interest in war as waged by Marines practically requires an active interest in learning these things, without that, when faced with a situation not explicitly covered by their indoctrination then they may become confused/unable to adapt other tactics to a new situation. Learning through hypnotherapy/etc is probably very efficient for a marine and I believe most chapters do do this (saves all the time turning pages and can be done in his 'rest period') but to a certain extent these guys must have a desire to learn things (even if it simply as a means to kill enemies better/more efficiently/greater kill-count for personal honour). 

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    Yep, it's one of my favourite Marine books, and the idea ties in with the bit you mentioned. Again, I'll try to clarify the main text to show that they're capable of assimilating/applying what they learn. What I'm really trying to get across is that even though they're IH Successors, they're not all mini-techmarines. Or artificers like the Sallies or artists like BA, the only thing they care about is war and power/glory within the Chapter.

     

    when faced with a situation not explicitly covered by their indoctrination then they may become confused/unable to adapt other tactics to a new situation.

    This is interesting, I could see that most brethren can assimilate what they're taught to the extent necessary to function on the battlefield/take on roles such as piloting, etc; and those who come to lead are generally those better able to innovate and adapt what they know. I hadn't considered the other side of the coin, those who are less able to apply their implanted knowledge and end up as line soldiers taking orders for all their lives. It may not come up in the IA but it's an interesting idea for possible future fiction.

    Edited by Strike Captain Lysimachus
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    Again, bit more done, trying to get them fairly set so once the Liber Campaign moves on to Act 2 they're ready to submit. Added some more quotes, pics and some formatting.

     

    C+C still very welcome!

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    Well, having read the Iron Hands bits in the new dex, I'm relieved to say it doesn't seem to have spoilt anything I've written. In fact, although most don't like the Chapter Master-type elected leader, this new fluff certainly fits with the Warleader/Warlord mechanic that the Marines Adamant follow.

     

    All the Stronos rubbish can be safely ignored too, thankfully the MA were formed approximately 8,000 years before he was born. :wink:

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    For fun, decided to mark up a star map for the Adamants' stomping grounds. Will probably add more worlds as I come up with more fluff, 

     

    http://i225.photobucket.com/albums/dd11/simoncherylm/starmap2.jpg

     

     

     

    Edit:

     

    where it fits in the bigger map:

     

    http://i225.photobucket.com/albums/dd11/simoncherylm/wheremapis.jpg

    Edited by Strike Captain Lysimachus
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    Some fluff to justify one day getting myself a Knight to paint/play with:



    The Knights of House Malgor have a long and proud association with the forges of Gharant III. Since the days of the Horus Heresy, brave warriors of the House have piloted their mighty war machines in the defence of the Havilar Sector.

    House Malgor was based on the Knight World of Basilax until the middle of the 37th Millenium. At that time, the expansion of several Ork empires brought the Knight World under attack, flooding it beneath a green tide. Most of the Knight Houses of Basilax were destroyed in the defence of their home but Malgor, who were at the time serving with elements of the Legio Mallei Argentum near the Cadian Gate, endured.

    Now, joined by a handful of lone Knights from the other Houses who survived the death of Basilax, Malgor is based on Gharant III itself and is ably supported by the vast resources of its forges. Detachments of Knights commonly act as close support or in a flanking role for battle groups of the Silver Hammers, or occasionally as line breakers for Skitarii regiments or Marines Adamant Households.




     


    Not sure on a colour scheme for House Malgor, though. Something that ties in with the MA but still stands out too. Brethren of the Liber Heraldry Dept, I need your help!:wink:

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    Sorry Teetengee, didn't see your post. Green will definitely feature, probably on one or two pieces of armour (a  knee or something) with the MA badge as an honour/campaign marking.

     

    Brown, I'll admit, I'm not a huge fan of. Was considering making House Malgor's colours largely similar to Gharant's Titan Legion as they've been based there for several millenia, so maybe primarily black armour, fairly dark metallic on the main body, with brighter (maybe even almost white?) silver markings and badges?

     

    Someone needs to come up with a Knight Painter, the SMP has ruined my ability to work schemes out in my head!:tongue.:

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    Well, thanks to my awesome wife's anniversary present buying:

     

    http://i225.photobucket.com/albums/dd11/simoncherylm/imagejpg1.jpg

     

    I HAVE A KNIGHT!!!!!!!!!!

     

     

    So, ideas on colour scheme would be very welcome? I'm now thinking about making the Silver Hammers/House Malgor scheme a vertical split very dark blue/bone white. Head, tilt shield, and shoulder pads and possibly the shin guards would also be navy/bone (so looking from the front the colours on the shoulder pads would be the opposite of that side of the body - if that makes any sense?). Then Hammer badge in silver (obviously) on the blue, and imperium/AdMech badges in black on the bone.

     

    Also need to work out a badge for House Malgor itself that will only feature in one or two places, representing how the House's own identity is being submerged into that of the Gharant Forge/Titan Legion since being forced to abandon their own home world. Thinking maybe an animal of some sort, possibly the Boar head from the Knight transfer sheet?

     

     

    Anyway, had to share!!! All ideas very welcome!

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    Hmm, well, downloaded a sketchpad to my ipad to try and do a 'test mini' in the scheme i was

     

     

    http://i225.photobucket.com/albums/dd11/simoncherylm/imagejpg1-2.jpg

     

     

    Very badly drawn, I know, but it's just to get a vague idea of which bits are which colour!

     

    Edit: changed the tilt shield to be halved like all the other plates.

    Edited by Strike Captain Lysimachus
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    Thanks Teetengee, quartered sounds interesting, I'll have to colour another one up. As it is, the alternate shoulders are that way because the pads are halved the same way as the other plates so you only see the opposite colour i.e. the rear of his right pad would be blue and rear of his left would be bone.
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    Don't mind me, just adding this bit from Conn's ideas thread so I don't lose it!

     

     

    Deck Officer Naton Lesat lay on his narrow bunk and tried desperately to fall asleep. The day had started so well! More than twelve years of hard work had led him to it; four years at one of Gharant V's prestigious naval acadamies, five serving as an Ensign on a patrol submersible and two more on a intrasystem Mechanicus cruiser. The last year had been spent at the Marines Adamant's own orbital facilities. He had excelled in the additional training provided there by an elderly Chapter serf, himself a product of Gharant V's proud Navy. Lesat's assignment to one of the Chapter's finest vessels, the Battle-barge Slaktare, came as no surprise to him.

     

    The ship was a vast, brutal piece of machinery, yet beautiful in its stark, angular lethality. Naton's first view of its dark green hull emblazoned with the Chapter's white tower less than fourteen hours previously had taken his breath away. His delight at being given a place on one of the most powerful fighting vessels the Imperium had ever created, however, had quickly faded.

     

    The Astartes who had allowed the occupants of Lesat's shuttle to board - a monstrous, shaggy bearded brute with a string of long, curved teeth hanging from his chest - had taken a lingering look at the dataslate the young officer had presented, looked Lesat up and down with a cold sneer and sent him on to find Brother Hjeldin without a word of welcome spoken. Lord Hjeldin, a grizzled Iron Wyrd, was the tech adept responsible for the running of the vast ship when none of the Chapter's commanders were aboard. Lesat had hoped for a warmer reception from the Iron Wyrd, but Hjeldin took his oath of fealty with utter indifference and mechanical precision. His many bionic components whirring softly, the aged Marine had handed Naton his first assignment, another dataslate intended for Warleader Isgrimnur himself.

     

    The absolute master of the Marines Adamant 4th Household, Isgrimnur Ironheart had a fearsome reputation and Lesat was determined to make a good first impression. He had hurried to the main hangar where the Warleader was supervising the loading of his troops and vehicles. As Naton entered the massive space, he had been overcome by the sheer presence of more than a hundred Space Marines. Though the giants were no less efficient in their work than the servitors of Lesat's previous vessel, they were far, far louder. Squad sergeants roared curses at their men as they stowed weapons and other equipment, and armour-clad titans jostled and snarled at one another with barely concealed spite.

     

    As the deck officer stepped out into the organised chaos, the Marines in his path had each paused to glare as he passed. Lesat had quailed inside at the cold anger in their eyes, the violent tension in their massive frames. A few had even let out deep, hate-filled growls as he crossed the hangar floor and approached the imposing figures of Waleader Isgrimnur and his bodyguards. When Naton moved within a few metres, one of the Terminator guards had abruptly stumped forwards, effortlessly and wordlessly lifting a huge powered axe in his massive fist and laying its wicked edge against Lesat's collarbone.

     

    With a simple wave of his hand, the Warleader had allowed Lesat to approach and deliver the dataslate. Isgrimnur was a colossal warrior, even bigger than his guardians, clad in Tactical Dreadnought Armour covered in furs and decorated with stone charms and long, razor sharp teeth. Much of his body had been replaced with bionic augments and most of his grizzled face was covered by a thick, white beard tied in long braids. Unlike his followers, the master of the 4th Household had been civil, even cordial, and Lesat had started to feel better about his new post. Then he had momentarily caught the Warleader's one organic eye and had realised that the cold rage, the weighing of Lesat - or anyone else around him - as a potential threat to be crushed, was as present in Isgrimnur as it was in any of his men. It was simply better controlled.

     

    Lesat had made his excuses and left as quickly as possible, retreating to one of the quieter secondary hangars until his duty shift ended. He'd then headed to the cramped cabin that he shared with twenty other junior officers where he found Gunnnery Officer Triaane, a Gharantian who had served for several years aboard the Slaktare. When Lesat had questioned him about the Astartes unfounded hostility, Cordelle had grinned tensely.

     

    "Aye," he'd laughed tiredly, "the 'trust issues' the Chapter suffers with! Most of them would gut their own mothers if they gave them half a reason to doubt them! They don't even like each other much, although they won't fight, not now we're on campaign. It's part of their 'Code'."

     

    Lesat had frowned, horrified by the lack of reason, so different to the air of calm and logic that had prevailed on the system cruiser. He'd asked Triaane how they could possibly get the Marines to trust them? The gunnery officer had smiled and it was his answer that had left Lesat lying here on his bunk unable to relax enough to sleep.

     

    "Trust us? Oh, that's simple. Do your job. Keep your head down." His smile had become somewhat forced. "And never make a mistake. Ever."

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